games@tekred.TEK.COM (07/01/88)
Submitted by: "Stanley T. Shebs" <shebs%defun@cs.utah.edu> Comp.sources.games: Volume 4, Issue 99 Archive-name: xconq5/Part11 #! /bin/sh # This is a shell archive. Remove anything before this line, then unpack # it by saving it into a file and typing "sh file". To overwrite existing # files, type "sh file -c". You can also feed this as standard input via # unshar, or by typing "sh <file", e.g.. If this archive is complete, you # will see the following message at the end: # "End of archive 11 (of 18)." # Contents: lib/README lib/standard.per xconq2.ms # Wrapped by billr@saab on Wed Jun 29 08:55:50 1988 PATH=/bin:/usr/bin:/usr/ucb ; export PATH if test -f lib/README -a "${1}" != "-c" ; then echo shar: Will not over-write existing file \"lib/README\" else echo shar: Extracting \"lib/README\" \(812 characters\) sed "s/^X//" >lib/README <<'END_OF_lib/README' XThis is the library directory for XCONQ. It includes all support files Xfor day-to-day usage. It also includes some incomplete and/or marginal Xfiles that are not really suitable for regular use, as well as some test Xmaps useful only for debugging. X XThe file "mapfiles" contains the names and descriptions of "official" Xmapfiles; those well enough tested to be released on gullible gamesters. X X"xconq.news" is the news file (surprise). X XMapfile naming follows some general rules (which are enforced by some Xcommand line options, see the man page): X X*.map files are terrain data or terrain + units at detail level 1. X X*.per files are period descriptions alone. X X*.scn files are scenarios. X X*.b files are bitmaps. X X*.onx files are X10 fonts. X X*.bdf and *.snf files are ASCII and compiled X11 fonts, respectively. X END_OF_lib/README if test 812 -ne `wc -c <lib/README`; then echo shar: \"lib/README\" unpacked with wrong size! fi # end of overwriting check fi if test -f lib/standard.per -a "${1}" != "-c" ; then echo shar: Will not over-write existing file \"lib/standard.per\" else echo shar: Extracting \"lib/standard.per\" \(25074 characters\) sed "s/^X//" >lib/standard.per <<'END_OF_lib/standard.per' XXconq 0 -+---- Standard period that gets compiled in XPeriod 0 X X"WW II ca 1945" period-name X X"standard" font-name X X100 scale X X"i" "infantry" "marches around and captures things" utype X"a" "armor" "faster than infantry, limited to open terrain" utype X"f" "fighter" "interceptor to get those nasty bombers" utype X"b" "bomber" "long range aircraft, carries infantry and bombs" utype X"d" "destroyer" "fast, cheap, and sinks subs" utype X"s" "submarine" "sneaks around and sinks ships" utype X"t" "troop transport" "carries infantry and armor across the pond" utype X"C" "carrier" "carries fighters and bombers around" utype X"B" "battleship" "the most powerful ship" utype X"N" "atomic bomb" "leveler of cities (and anything else)" utype X"/" "base" "airstrip plus port" utype X"*" "town" "smaller than a city" utype X"@" "city" "capital of a side" utype X X"F" "fuel" "basic motive power" rtype X"A" "ammo" "generic hitting capability" rtype X X"." "sea" "sky blue" ttype X"," "shallows" "cyan" ttype X"=" "swamp" "cyan" ttype X"~" "desert" "yellow" ttype X"+" "plains" "green" ttype X"%" "forest" "forest green" ttype X"^" "mountains" "sienna" ttype X"_" "ice" "white" ttype X":" "vacuum" "black" ttype X Xtrue [ vacuum ] dark X Xt* t* nuked ; most terrain won't actually change Xdesert [ plains forest ] nuked Xmountains ice nuked X X[ 0 68 69 70 70 70 93 99 0 ] t* min-alt X[ 68 69 71 93 93 93 99 100 0 ] t* max-alt X[ 0 0 50 0 20 80 0 0 0 ] t* min-wet X[ 100 100 100 20 80 100 100 100 0 ] t* max-wet X Xice edge-terrain X X[ / * @ ] "cities" define X[ * @ ] "makers" define X[ i a ] "ground" define X[ f b ] "aircraft" define X[ d s t C B ] "ship" define X[ i a f b d s t C B N ] "movers" define X[ sea shallows ] "water" define X[ plains forest desert mountains ] "land" define X Xtrue cities named Xtrue [ C B N ] named X[ 1 5 25 ] [ / * @ ] territory X X1 @ in-country X5 * in-country X100 * density X@ first-unit Xi first-product X20 land * favored X40 plains * favored X100 plains @ favored X8 country-min-distance X48 country-max-distance X X; no disasters X X[ 4 7 8 16 10 16 12 30 40 20 ] movers @ make X[ 4 7 8 16 10 16 12 30 40 20 ] movers * make X[ 3 5 ] / ground make Xtrue [ * @ ] maker X20 u* startup X300 N research ; that's 3x basic time X; no special resources to make X1 u* [ * @ ] repair X10 [ C B ] [ C B ] repair X; infantry should maybe repair cities? X X1 fuel ground produce X2 fuel a produce ; this is less realistic, but problems otherwise X[ 10 20 50 ] fuel cities produce X[ 5 10 20 ] ammo cities produce X100 [ plains forest ] i productivity X100 plains a productivity ; in this case "plains" = "gas stations" X[ 100 50 20 20 ] land / productivity ; one arg must be a scalar... X[ 100 50 20 20 ] land * productivity X[ 100 50 20 20 ] land @ productivity X X[ 6 10 18 36 100 100 200 200 200 1 200 500 900 ] fuel u* storage X[ 6 4 3 3 20 10 20 40 40 1 100 200 400 ] ammo u* storage X1 fuel i consume X; 1 fuel ship consume X3 fuel f consume ; this causes problems for carriers X2 fuel b consume X X-1 u* [ i a f b ] out-length X X[ 1 2 9 6 3 3 2 4 4 1 ] movers speed X X0 land i moves X0 [ plains desert ] a moves X0 t* aircraft moves X0 water ship moves X2 shallows [ C B ] moves X0 t* N moves ; team of scientists can take bomb anywhere X0 land cities moves ; looks strange, but needed to define allowable places X X1 fuel movers to-move X0 fuel [ i N ] to-move ; infantry doesn't need extra to move X X1 [ i N ] b capacity X X1 ground volume X6 ground t capacity X20 u* hold-volume X6 t hold-volume X[ 6 2 ] [ f b ] C capacity X2 u* / capacity X4 [ f b ] / capacity X10 u* * capacity X20 u* @ capacity X0 cities cities capacity X9 u* f enter-time ; aircraft can't sortie again until next turn X6 u* b enter-time X X0 s visibility X10 N visibility Xtrue [ * @ ] always-seen X X[ 1 1 1 2 3 2 3 4 8 1 10 20 40 ] u* hp X[ 0 0 0 1 1 1 2 2 2 0 5 10 20 ] u* crippled ; 50% of hp usually X X[ 50 40 20 15 20 20 30 20 9 40 80 60 40 ] u* i hit X[ 60 50 30 30 30 20 30 20 20 50 90 70 50 ] u* a hit X[ 15 25 60 70 20 30 20 50 40 80 100 100 100 ] u* f hit X[ 20 20 10 9 30 50 50 70 60 50 90 95 99 ] u* b hit X[ 5 5 10 5 60 70 60 40 20 0 99 90 80 ] u* d hit X[ 0 0 10 5 40 10 60 40 50 0 0 0 0 ] u* s hit X[ 20 5 10 5 50 50 40 30 9 0 0 0 0 ] u* t hit X[ 30 20 40 10 30 30 40 20 20 0 0 0 0 ] u* C hit X[ 50 50 50 20 70 50 90 50 90 0 100 100 100 ] u* B hit X[ 100 100 100 100 100 100 100 100 100 0 100 100 100 ] u* N hit X[ 10 10 20 20 20 20 30 20 20 0 0 0 0 ] u* / hit X[ 30 20 50 40 40 0 30 20 20 0 0 0 0 ] u* * hit X[ 50 40 70 60 50 0 30 20 50 0 0 0 0 ] u* @ hit X X1 u* u* damage X2 cities a damage X2 ship b damage X2 [ / * ] b damage X3 @ b damage X2 s d damage X3 ship s damage X4 B s damage X2 u* B damage X[ 3 4 ] [ * @ ] B damage X60 u* N damage X X-50 neutrality X Xfalse N can-counter X Xtrue N self-destruct X X[ 70 50 30 ] cities i capture X[ 90 70 50 ] cities a capture X50 N i capture X X50 movers cities protect ; cities offer some protection to occupants X Xtrue u* changes-side ; equipment is indifferent to its fate Xfalse i changes-side ; but armies have some loyalty Xtrue u* neutral Xfalse i neutral X X1 ammo u* hits-with X1 ammo u* hit-by X X"defeats" ground destroy-message X"sinks" ship destroy-message X"shoots down" [ f b ] destroy-message X"flattens" cities destroy-message X Xtrue movers can-disband Xtrue / can-disband X Xbegin{notes} XThis period is the default built-in set of period parameters. It Xrepresents units of about 1945, from infantry to atomic bombs. This is Xthe most familiar, which makes it easier to play, but also more controversial, Xsince historians have many conflicting theories about which kinds of Xunits were most effective. X XInfantry. The infantry division is the slowest of units, but it can go almost Xanywhere. It is also quick to produce. Infantry is the staple of Xcampaigns - a little boring perhaps, but essential to success. X XArmor. The armor division is highly mobile and hits hard. Unfortunately, Xit is limited to operating in open terrain - plains and desert. It also Xtakes longer to produce. Armor can last twice as long in the Xdesert as infantry. Both armor and infantry can Xassault and capture cities; they are the only units that can do so. X XFighters. A fighter is a squadron or wing of high-speed armed aircraft. XTheir fuel supply can be gotten only at units, towns, and bases, so they Xmust continually be taking off and landing. Fighters are not too effective Xagainst ground units or ships, but they eat bombers for lunch. Fighters Xare very good for reconnaisance - important in a game where you can't always Xsee the enemy moving! X XBomber groups. Bombers are very powerful, since they can seriously damage Xor even flatten cities. The loss rate in such activities is high, so they're Xnot a shortcut to victory! X XDestroyers. Destroyers are fast small ships for both exploration and Xanti-submarine activities. X XSubmarines. The favorite food of submarines is of course merchant shipping Xand troopships, and they can sink troop transports with one blow. XSubs are also invisible, but they are vulnerable to destroyers and aircraft. X XTroop transports. This is how ground units get across the sea. They can Xdefend themselves against ships and aircraft, but are basically vulnerable. XThey're not very fast either. X XAircraft carriers. Compensates for the fighter's limited range by providing Xa portable airport. Carriers themselves are sitting ducks, particularly Xwith respect to aircraft. Fighter patrols are mandatory. X XBattleships. The aptly named "Dread Naught" has little to fear from other Xunits of this period. Subs may sink them with enough effort, and a group Xof bombers and fighters are also deadly, but with eight hit points to start, Xa battleship can usually survive long enough to escape. Battleships are very Xeffective against cities and armies, at least the ones on the coast. X XAtomic bombs. The Final Solution; but they are not easy to use. A bomb Xtakes a long time to produce, moves very slowly by itself, and is easily Xdestroyed by other units. The plus side is instant destruction for any unit Xof any size! Bombs are imagined to be transported by a team of scientists, Xand can go on any sort of terrain without running out of supplies. X XBases. To simplify matters, this can serve as a camp, airbase, and port. XBases cannot build units, although they can repair some damage. X XTowns. Towns are the staple of territory. They can build, repair, produce Xfuel and ammo, and serve as a safe haven for quite a few units. X XCities. Cities are very large, powerful, and well defended. They are Xbasically capital cities, or something in a comparable range. (New York Xand San Francisco are cities, Salt Lake City and San Antonio are towns.) XA city is worth five towns, territory-wise. X XCurrent thinking about optimal strategy for this period differs. In general, Xblitzkrieg works, and can win the game in a hurry. The problem is to Xmuster enough force before striking. One full troop transport is not Xenough; the invasion will melt away like ice cream on a hot sidewalk, unless Xreinforcements (either air or land) show up quickly. Air cover is very Ximportant. While building up an invasion force, airborne assaults using Xbombers and infantry can provide useful diversions, although it can be Xwasteful of bombers. Human vs human games on the default map generally Xlast about 100 turns, usually not enough time or units to build atomic Xbombs or battleships, and not a big enough map to really need carriers X(although bases for staging are quite useful.) Xend{notes} X Xclear-side-names X X; The more significant countries of the modern world X X"American" sname "Canadian" sname "Mexican" sname "Guatemalan" sname X"Honduran" sname "Sandinista" sname "Costa Rican" sname "Panamanian" sname X"Colombian" sname "Ecuadorean" sname "Peruvian" sname "Chilean" sname X"Argentinian" sname "Uruguayan" sname "Paraguayan" sname "Brazilian" sname X"Bolivian" sname "Guyanan" sname "Venezuelan" sname "Cuban" sname X"Haitian" sname "Jamaican" sname "Irish" sname "British" sname X"Portuguese" sname "Spanish" sname "French" sname "Italian" sname X"Albanian" sname "Greek" sname "Turk" sname "Bulgarian" sname X"Cypriot" sname "Maltese" sname "Icelander" sname X"Rumanian" sname "Soviet" sname "Finnish" sname "Swedish" sname X"Polish" sname "Czech" sname "Hungarian" sname "Austrian" sname X"German" sname "Swiss" sname "Belgian" sname "Dutch" sname X"Danish" sname "Norwegian" sname "Moroccan" sname "Mauritanian" sname X"Senegalese" sname "Guinean" sname "Liberian" sname "Ghanan" sname X"Nigerian" sname "Cameroon" sname "Gabonese" sname "Zairean" sname X"Angolan" sname "Namibian" sname "South African" sname "Botswanan" sname X"Mozambiquan" sname "Zimbabwean" sname "Zambian" sname "Tanzanian" sname X"Rwandan" sname "Djiboutian" sname "Madagascaran" sname X"Kenyan" sname "Ugandan" sname "Somalian" sname "Ethiopian" sname X"Sudanese" sname "Egyptian" sname "Libyan" sname "Tunisian" sname X"Algerian" sname "Syrian" sname "Lebanese" sname "Israeli" sname X"Jordanian" sname "Saudi" sname "Yemeni" sname "Omani" sname X"Kuwaiti" sname "Iraqi" sname "Iranian" sname "Afghan" sname X"Pakistani" sname "Indian" sname "Nepalese" sname "Burmese" sname X"Vietnamese" sname "Kampuchean" sname "Laotian" sname X"Siamese" sname "Malaysian" sname "Indonesian" sname "Australian" sname X"Micronesian" sname "Fijian" sname "Tongan" sname "Samoan" sname X"Tahitian" sname "New Zealander" sname X"Papuan" sname "Polynesian" sname "Filipino" sname "Japanese" sname X"Korean" sname "Chinese" sname "Mongolian" sname "Tibetan" sname X X; The following names are derived from the Rand-McNally International Atlas X; and from their US road atlas. Although nominally these could end up on X; any sort of unit, they are likely to be attached to city-like units only. X Xclear-unit-names X X; Soviet Union X"Uglegorsk" uname "Taganrog" uname "Kuzemino" uname "Igodovo" uname X"Izhevsk" uname "Leninskoye" uname "Zvenigorod" uname "Faustovo" uname X"Tokma" uname "Bolotnoje" uname "Pudino" uname "Predivinsk" uname X"Gotoputovo" uname "Stupino" uname X; Japan X"Toyooka" uname "Kobayashi" uname "Kamiyahagi" uname "Fukude" uname X; China X"Dandong" uname "Xingtai" uname "Xiaojiagang" uname "Wushu" uname X"Wutangjie" uname "Qingfeng" uname "Dushikou" uname "Huilong" uname X"Linyi" uname "Miaoyang" uname "Xinbo" uname "Bugt" uname X; Indochina X"Tan-an" uname "Ban Khlong Kua" uname "Bo Phloi" uname "Thot-not" uname X"Herbertabad" uname "Mong Pawn" uname "Roi Et" uname X; Indonesia X"Butong" uname "Lubukbertubung" uname "Moutong" uname "Gimpu" uname X"Waingapu" uname "Sindangbarang" uname "Kualakapuas" uname "Bongka" uname X"Salimbatu" uname "Bonggaw" uname "Baing" uname "Grokgak" uname X; India X"Bap" uname "Meerut" uname "Harda" uname "Garwa" uname X"Digboi" uname "Kurnool" uname "Nirmal" uname "Coondapoor" uname X"Tetulbaria" uname "Maheshwar" uname "Paramagudi" uname "Bhakkar" uname X"Mungaoli" uname "Shorapur" uname "Channapatna" uname "Chilaw" uname X; Middle East and Central Asia X"Bajandalaj" uname "Cogt-Ovoo" uname "Un't" uname "Ich-Uul" uname X"Yazd" uname "Samarkand" uname "Mashhad" uname "Chah Bahar" uname X"Jubbah" uname "Al-'Awsajiyah" uname "Kifri" uname "Kashgar" uname X"Chundzha" uname "Ushtobe" uname "Dzaamar" uname "Wadi Musa" uname X"Bogustan" uname "Gakuch" uname X; Africa X"Pibor Post" uname "Umm Digulgulaya" uname "Umm Shalil" uname "Buzaymah" uname X"Gedo" uname "North Horr" uname "Todenyang" uname "Madadi" uname X"Ngetera" uname "Ouadda" uname "Mazoula" uname "Tiglit" uname X"Gummi" uname "Gbarnga" uname "Burutu" uname "Bafwabalinga" uname X"Goonda" uname "Ankoroka" uname "Vryburg" uname "Matuba" uname X"Bakouma" uname "El Idrissia" uname "Agadir" uname "Nungwe" uname X"Bunianga" uname "Ngali" uname "Nguiroungou" uname "Otukpa" uname X"Hell-Ville" uname "Morafenobe" uname "Tongobory" uname "Farafangana" uname X"Mungbere" uname "Haco" uname "Barbar" uname "Oulessebougou" uname X; Australia X"Nookawarra" uname "Bunbury" uname "Buckleboo" uname "Breeza Plains" uname X"Mistake Creek" uname "Boolaloo" uname "Yarloop" uname "Dubbo" uname X"Bushy Park" uname "Old Cork" uname "Cessnock" uname "Wagga Wagga" uname X"Mungar Junction" uname "Koolywirtie" uname "Wonthaggi" uname X"Oatlands" uname "Bindebango" uname "Alice Springs" uname X; New Guinea X"Kwatisore" uname "Finschhafen" uname "Yobi" uname "Rumahtinggih" uname X; USA X; AL X"New Hope" uname "Hackleburg" uname X; AK X"Kaktovik" uname "Fort Yukon" uname X; AZ X"Benson" uname "Gila Bend" uname "Turkey Flat" uname "Tuba City" uname X"Wide Ruins" uname X; AR X"Metalton" uname "Oil Trough" uname "Hackett" uname X; CA X"Burnt Ranch" uname "Calexico" uname "Eel Rock" uname "Gilroy" uname X"Joshua Tree" uname "Milpitas" uname "Mormon Bar" uname "Pumpkin Center" uname X"Death Valley Junction" uname "Toms Place" uname X"Pinole" uname "Petaluma" uname X"Scotts Valley" uname "Whiskeytown" uname "Leucadia" uname "Lompoc" uname X"Granada Hills" uname X; CO X"Las Animas" uname "Silver Plume" uname X; CT X"Upper Stepney" uname "Moosup" uname "Danbury" uname X; FL X"Yeehaw Junction" uname "Big Pine Key" uname X"Panacea" uname "Wewahitchka" uname "Estiffanulga" uname X; GA X"Dixie Unameion" uname "Fowlstown" uname "Dacula" uname "Americus" uname X; HW X"Laupahoehoe" uname X; ID X"Malad City" uname "Kootenai" uname X; IL X"Farmer City" uname "Aroma Park" uname "Goreville" uname "Illiopolis" uname X"Mascoutah" uname "Metamora" uname "Metropolis" uname "New Boston" uname X"Pontoon Beach" uname "Romeoville" uname "Teutopolis" uname X; IN X"Etan Green" uname "French Lick" uname "Loogootee" uname "Needmore" uname X"Ogden Dunes" uname "Oolitic" uname "Star City" uname X; IA X"Coon Rapids" uname "Correctionville" uname "Grundy Center" uname X"Lost Nation" uname "Ossian" uname "Sac City" uname X; KA X"Countryside" uname "Mankato" uname "Pretty Prairie" uname "Greeley" uname X"Grouse Creek" uname X; KY X"Big Clifty" uname "Cloverport" uname "Druid Hills" uname "Fancy Farm" uname X"Hardburly" uname "Hardshell" uname "Horse Cave" uname "Pleasureville" uname X"Science Hill" uname "Sublimity City" uname "Watergap" uname X; LA X"Bayou Goula" uname "Cut Off" uname "Hackberry" uname "Lutcher" uname X"Waggaman" uname X; ME X"Veazie" uname "Madawaska" uname X; MD X"Bestgate" uname "College Park" uname "Frostburg" uname "Pocomoke City" uname X"Port Deposit" uname "Pumphrey" uname "Tammany Manor" uname X"Weems Creek" uname "Whiskey Bottom" uname "Hack Point" uname X; MA X"Assinippi" uname "Buzzards Bay" uname "Dorothy Pond" uname "Hopkinton" uname X"Housatonic" uname "Pigeon Cove" uname "Swampscott" uname "Gloucester" uname X"Hyannis Port" uname "Ipswich" uname "Boxford" uname X; MI X"Bad Axe" uname "Brown City" uname "Cassopolis" uname "New Buffalo" uname X"Petoskey" uname "Ishpeming" uname "Ypsilanti" uname "Saugatuck" uname X; Michigan UP (from Sandra Loosemore) X"Skanee" uname "Bruce Crossing" uname "Baraga" uname "Germfask" uname X"Assinins" uname "Tapiola" uname "Gaastra" uname "Bete Grise" uname X; MN X"Ada" uname "Blue Earth" uname "Brainerd" uname "Eden Valley" uname X"Lino Lakes" uname "New Prague" uname "Sleepy Eye" uname "Waconia" uname X; MS X"Bogue Chitto" uname "Buckatunna" uname "Guntown" uname "Picayune" uname X"Red Lick" uname "Senatobia" uname "Tie Plant" uname "Yazoo City" uname X; MO X"Bourbon" uname "Doe Run" uname "Hayti" uname "Humansville" uname X"Lutesville" uname "Moberly" uname "New Madrid" uname "Peculiar" uname X"Sappington" uname "Vandalia" uname X; MT X"Big Sandy" uname "Hungry Horse" uname X"Kalispell" uname "East Missoula" uname X; NE X"Hershey" uname "Loup City" uname X"Minatare" uname "Wahoo" uname "Grainfield" uname X; NV X"Winnemucca" uname "Tonopah" uname "Jackpot" uname X; NH X"Littleton" uname "Winnisquam" uname X; NJ X"Cheesequake" uname "Freewood Acres" uname X"Forked River" uname "Hoboken" uname "Succasunna" uname X"Maple Shade" uname "New Egypt" uname "Parsippany" uname "Ship Bottom" uname X; NM X"Adobe Acres" uname "Cloudcroft" uname "Ruidoso" uname "Toadlena" uname X"Los Padillos" uname "Ojo Caliente" uname X; NY X"Angola on the Lake" uname "Podunk" uname "Chili Center" uname X"Aquebogue" uname "Muttontown" uname "Hicksville" uname X"Hoosick Falls" uname "Nyack" uname X"Painted Post" uname "Peekskill" uname "Portville" uname X"Ronkonkoma" uname "Wappingers Falls" uname X"Sparrow Bush" uname "Swan Lake" uname X; NC X"Altamahaw" uname X"Biltmore Forest" uname "Boger City" uname "Granite Quarry" uname X"High Shoals" uname "Lake Toxaway" uname X"Scotland Neck" uname "Hiddenite" uname X"Mocksville" uname "Yadkinville" uname "Nags Head" uname X"Kill Devil Hills" uname "Rural Hall" uname X; ND X"Cannon Ball" uname "Hoople" uname "Zap" uname X; OH X"Academia" uname "Arcanum" uname "Blacklick Estates" uname "Blue Ball" uname X"Crooksville" uname "Dry Run" uname "Flushing" uname "Gratis" uname X"Lithopolis" uname "Mingo Junction" uname "Newton Falls" uname X"New Straitsville" uname "Painesville" uname "Pepper Pike" uname X"Possum Woods" uname "Sahara Sands" uname X; OK X"Bowlegs" uname "Broken Arrow" uname "Fort Supply" uname "Drumright" uname X"Dill City" uname "Okay" uname "Hooker" uname X; OR X"Condon" uname "Happy Valley" uname "Drain" uname "Junction City" uname X"Molalla" uname "Philomath" uname "Tillamook" uname "Wankers Corner" uname X; PA X"Atlasburg" uname "Beaver Meadows" uname "Birdsboro" uname "Daisytown" uname X"Fairless Hills" uname "Fairchance" uname "Kutztown" uname "Erdenheim" uname X"Hyndman" uname "Pringle" uname "Scalp Level" uname "Slickville" uname X"Zelienople" uname "Sugar Notch" uname "Toughkenamon" uname "Throop" uname X"Tire Hill" uname "Wormleysburg" uname "Oleopolis" uname X; RI X"Woonsocket" uname "Pawtucket" uname X; SC X"Due West" uname "Ninety Six" uname X"Travelers Rest" uname "Ware Shoals" uname X; SD X"Deadwood" uname "Lower Brule" uname X"New Underwood" uname "Pickstown" uname X"Plankinton" uname "Tea" uname "Yankton" uname X; TN X"Berry's Chapel" uname "Bulls Gap" uname "Cornersville" uname "Counce" uname X"Gilt Edge" uname "Grimsley" uname "Malesus" uname "Soddy-Daisy" uname X; TX X"Bastrop" uname "New Braunfels" uname "Harlingen" uname "Dimock" uname X"Devils Elbow" uname "North Zulch" uname "Llano" uname "Fort Recovery" uname X"Arp" uname "Bovina" uname "Cut and Shoot" uname "College Station" uname X"Grurer" uname "Iraan" uname "Leming" uname "Harlingen" uname X"Muleshoe" uname "Munday" uname "Kermit" uname "La Grange" uname X"Ropesville" uname "Wink" uname "Yoakum" uname "Sourlake" uname X; UT X"Delta" uname "Moab" uname "Nephi" uname "Loa" uname X"Moroni" uname "Orem" uname "Tooele" uname "Sigurd" uname X; VT X"Bellows Falls" uname "Chester Depot" uname "Winooski" uname X; VA X"Accotink" uname "Ben Hur" uname "Ferry Farms" uname "Disputanta" uname X"Dooms" uname "Sleepy Hollow" uname "Max Meadows" uname "Goochland" uname X"Rural Retreat" uname "Sandston" uname "Stanleytown" uname X"Willis Wharf" uname "Stuarts Draft" uname X; WA X"Black Diamond" uname "Carnation" uname "Cle Elum" uname "Cosmopolis" uname X"Darrington" uname "Enumclaw" uname "Forks" uname "Goose Prairie" uname X"Navy Yard City" uname "La Push" uname "Soap Lake" uname "Walla Walla" uname X"Sedro Woolley" uname "Pe Ell" uname "Ruston" uname X; WV X"Barrackville" uname "Pocatalico" uname "Fort Gay" uname "Big Chimney" uname X"Nutter Fort" uname "Hometown" uname "Nitro" uname "Triadelphia" uname X"Star City" uname X; WI X"Combined Lock" uname "Coon Valley" uname "Black Earth" uname X"New Holstein" uname "Little Chute" uname "Wisconsin Dells" uname X"Random Lake" uname "Sheboygan" uname "Nauwatosa" uname X; WY X"East Thermopolis" uname "Fort Washakie" uname "Paradise Valley" uname X; Canada X"Sexsmith" uname "Squamish" uname "Fort Qu'Appelle" uname "Flin Flon" uname X"Moose Jaw" uname "Grand-Mere" uname "Great Village" uname "Pugwash" uname X"Chiliwack" uname "Cranbery Portage" uname X"Moosonee" uname "Joe Batt's Arm" uname "St.-Polycarpe" uname X"Crabtree Mills" uname "Copper Cliff" uname "Uxbridge" uname X"Penetanguishene" uname "Boger City" uname "Drumheller" uname X"Port Blandford" uname "Hamtramck" uname X; USA? X"Hackensack" uname "North Middleboro" uname "Fannettsburg" uname X"Corkscrew" uname "Boynton Beach" uname X"Belchertown" uname X; South America X"Huatabampo" uname "Zapotiltic" uname "Ipiranga" uname "Perseverancia" uname X"Bilwaskarma" uname "Aguadulce" uname X"Albert Town" uname "Fuente de Oro" uname X"Pedras de Fogo" uname "Maxaranguape" uname "Comodoro Rivadavia" uname X"Coribe" uname "Rossell y Rius" uname "General Alvear" uname X"Ushaia" uname "Los Antiguos" uname "Puerto Alegre" uname "Quevedo" uname X; Eastern Europe X"Kannonkoski" uname "Uusikaupunki" uname "Ulfborg" uname "Wloszczowa" uname X"Drohiczyn" uname "Vrchlabi" uname "Oroshaza" uname "Klagenfurt" uname X"Pisz" uname "Krokowa" uname "Partizanske" uname "Ozd" uname X"Jimbolia" uname "Peshkopi" uname "Galaxidhion" uname "Naxos" uname X; Iceland X"Thingvellir" uname "Honningsvag" uname "Vikna" uname "Jokkmokk" uname X; Scandinavia X"Rimbo" uname "Kukkola" uname "Viitasaari" uname X"Guderup" uname "Grindsted" uname "Store Andst" uname "Odder" uname X"Vrigstad" uname "Trollhaetten" uname "Kinsarvik" uname "Grimstad" uname X; Ireland X"Ballybunion" uname "Banagher" uname "Carncastle" uname X; Belgium X"Lisp" uname "Knokke" uname "Bialy" uname "Bor" uname X"Hel" uname "Puck" uname X; Germany X"Diepholz" uname "Sangerhausen" uname "Biedenkopf" uname X"Mosbach" uname "Butzbach" uname "Goslar" uname "Studenka" uname X"Slavonice" uname "Gouda" uname "Dokkum" uname "Oss" uname X"Bad Bramstedt" uname "Dinkelsbuehl" uname "Hoogezand" uname X"Schoensee" uname "Fuerstenfeldbruck" uname X"Pfaffenhausen" uname "Namlos" uname "Bad Hall" uname X"Consdorf" uname "Cloppenburg" uname "Bad Muskau" uname "Exing" uname X; France X"Bois-d'Arcy" uname X"Presles-en-Brie" uname "Silly-le-Long" uname "Saint-Witz" uname X"Limoux" uname "Crozon" uname "Guilvinec" uname "Poggibonsi" uname X"Pignans" uname "La Tour-du-Pin" uname "Roquefort" uname "Saint-Quentin" uname X; Italy X"Bobbio" uname "Viareggio" uname "Siderno" uname "Cortona" uname X; Spain X"Pedrogao Grande" uname "Villarcayo" uname "Alosno" uname "La Bisbal" uname X; UK X"Cold Norton" uname "Potten End" uname "Battlesbridge" uname X"Fawkham Green" uname "Ysbyty Ystwyth" uname "Bletchley" uname X"Llanbrynmair" uname "St Keverne" uname "Foxholes" uname X"Whitby" uname "Sutton-on-Sea" uname "Tweedmouth" uname "Wrexham" uname X"Kirkwall" uname "Blair Atholl" uname "Inchbare" uname "Blackwaterfoot" uname X"Ramsgate" uname "Llantwit Major" uname "Minehead" uname "Buckfastleigh" uname X"Pocklington" uname "Robin Hood's Bay" uname "West Kilbride" uname X"Inchnadamph" uname "North Tolsta" uname "Oykel Bridge" uname X"Pangbourne" uname "Moreton-in-Marsh" uname "Wye" uname "Congresbury" uname X Xend END_OF_lib/standard.per if test 25074 -ne `wc -c <lib/standard.per`; then echo shar: \"lib/standard.per\" unpacked with wrong size! fi # end of overwriting check fi if test -f xconq2.ms -a "${1}" != "-c" ; then echo shar: Will not over-write existing file \"xconq2.ms\" else echo shar: Extracting \"xconq2.ms\" \(26918 characters\) sed "s/^X//" >xconq2.ms <<'END_OF_xconq2.ms' X.SH XTHE DISPLAY X.PP X.I XAll warfare is based on deception. -- SUN TZU X.P X.LP XWhen a game is started up, it opens a Xnumber of windows, of which the most important is the area map (which Xtherefore gets the largest window). XAbove the area map are several windows for status Xand notifications, and next to those is a turn counter and a list of all Xsides in the game. XThe middle right side has a list of all unit types, used for statistics Xdisplay, while the lower right-hand corner has a map of the world X(if the display is sufficiently large). X.LP XAll of the \fIxconq\fP windows Xare actually subwindows of a main window with Xa patterned background you can see here and there. You can iconify and move Xthe main window, and the subwindows will keep their relative positions. XThe largest of these is the map, which is a (typically) 30x30 section of the Xworld in full detail. The view is scrolled around as necessary (remember Xthat the world is cylindrical). X.LP XTo the right and down, you see a map of the whole world. This view is like Xthe close-in map, but units and units are rendered as solid blobs, since Xthe world is too large to permit any detail. To assist in matching up the Xtwo different views, the world map includes an outline box indicating Xthe position of the close-in view. X.LP XThree text displays are stacked at the top of the screen. The uppermost Xis about ten lines of notices about various occurrences, each prefixed Xby the number of the turn in which it was issued. The display scrolls. XThe next four lines are an information window that summarizes the status of Xthe unit or unit at the current cursor position. It can display info about Xenemy things also, but of course the amount of information is less. XFinally there is a one-line Xprompt window just above the map, in which all questions and prompts appear. X.LP XThe list of sides playing appears in the upper right corner. Sides that have Xalready lost appear with a line through them, Xwhile the currently moving side has a "*" next to it. XYour own side name is highlighted or inverted. XThe name of the side, its host (if any), and the number of that side are Xshown. On color displays, the color of the number indicates the alignment Xof that side. X.LP XThe X interface Xdraws the area map as a number of hexagonal shapes with icons for Xunits superimposed. XUnknown territory is black. XYour own possessions appear in black, Xneutral units in gray, and all enemies in red. If there is more than Xone enemy side, they are distinguished by the number of their side in Xthe upper right corner of the icon. Not all enemy units Xwill be visible; the chance of seeing one may be very low, or depend Xon viewing with the right type of unit. XMonochrome screens display enemies and Xneutrals as inverted from your own appearance, and all enemy units/units Xhave numbers, to distinguish them from the neutral units. X.LP XThe curses interface displays each hex as two characters side-by-side. XTerrain is a character representing the terrain, as are units. The second Xcharacter in a hex is either the side number of an enemy, or an apostrophe Xfor neutrals. X.LP XAs mentioned previously, the view is a record of what has already been Xseen, but is not updated except in the immediate vicinity of your own Xunits and units. In multi-human games, all screens will be kept Xup-to-date simultaneously, so that persons waiting for their turns Xcan see enemy units moving around, units change hands, and so forth. X.SH XINPUT X.LP XInput may be supplied both from the mouse and the keyboard. XMoving the mouse cursor to a screen position and clicking either button Xhas the effect of issuing MoveTo orders to the current unit, which will Xbe carried out until successful. There are two exceptions. The first is Xthat if the mouse is on the unit itself, the unit sits where it is until Xthe next turn (same as the ' ' command below). If the desired new Xposition is adjacent, the unit will unconditionally move there - this is Xuseful for attacking enemies. At present, there is no special meaning Xattached to particular mouse buttons. X.LP XAs an alternative to using the mouse, Xthe standard directions (h = West, Xl = East, y = NW, u = NE, b = SW, n = SE) can be used to specify movement. XUppercase versions of these makes the unit move forever in that direction. XLetter directions are really only of use when the mouse fails, or for diehard XUnix game players for whom the direction keys have been permanently wired Xin the brain! Note that in a hexagonal system, 'j' and 'k' are not Xmeaningful. X.LP XAny command may be prefixed by a single numeric argument (which may be Xpositive or negative). XNot all commands will Xuse this number, while others need a number to know how often to repeat Xan order, or perhaps for some other reason. XThe "current unit" is the one Xbeing prompted about, while the "main unit" is the one occupying the Xhex itself (as opposed to its occupants). X.LP XCommands to give units orders typically default to a repetition of 100 turns. XIn some cases, this is meaningless (as in moving to a place). X.IP s 6 XSentry; the current unit "goes to sleep", Xonly wakes up by explicit command or when an enemy pops into view X(the enemy unit won't necessarily be adjacent, if the unit on sentry Xduty can see far-off hexes). X.IP w 6 XWake up; the unit's orders will be erased X(whatever they were) and it will ask about its next order (not Xalways immediately). This command interprets an argument as a radius for Xthe effect of waking up; for instance, the default of 0 means to wake only Xthe unit itself, 1 means to wake up adjacent units as well, X15 will wake up a screenful of units, and 999 will usually wake all units. X.IP W 6 XWake all; both the unit and all its occupants will be woken up, as Xwell as all of their occupants, recursively. XThe command is otherwise identical to 'w'. X.IP Space 6 XSit; unit goes on sentry duty for exactly one turn, and will ask for Xa move in the next turn. Useful for waiting one or two turns. X.IP r 6 XReturn; unit returns to nearest transport by shortest route. XIt will not return to transports with no room or no supplies. XMost useful for aircraft, but works with any unit. X.IP m 6 XMove to a position; this is equivalent to mouse clicking, but can be used Xwith mouse-less interfaces or to move further than one screen width. You will Xbe prompted to do movement commands (either mouse or keyboard), then can use Xthe space bar to designate the final destination. X.IP f 6 XFollow leader; follow another unit. XThe program will ask you to designate a unit to be followed, which must be Xone of your own. The interaction is identical with that for 'm'. XEach turn the unit either attempts to move Xtowards its given leader, and sits if it is within a couple hexes of Xthe leader. Units will not follow themselves. X.IP F 6 XFollow coast; follow a coast line. This can be applied to any unit, although Xthe unit will immediately wake up again if it is not next to some sort of Xterrain that it cannot move into. XThe command will prompt for a standard direction to decide how to start, then Xa contour-following algorithm will continually try to keep the unit adjacent Xto impassable terrain (thus armor might use this command to go around a Xmountain range or forest). Because the terrain is in discrete hexes, Xit is possible for the unit to get confused, but that's life. X.IP Z 6 XPatrol; set the current unit to go back and forth between two points. XOne point is the unit's current position, and the other will be prompted Xfor. The roundtrip will be repeated for the number of times designated Xby the command's argument. X.LP XCommands for modes. There are only two modes defined at present: Xmove mode (the default) and survey mode. XMost commands work the same in both modes. X.IP z 6 XSurvey mode; toggle into/out of survey mode. In survey mode, movement pushes a Xcursor and allows you to look at things. The other commands are still Xavailable; for instance, you can Xgive a unit new orders or to set unit production. X.LP XCommands for general manipulation of units: X.IP d 6 XDelay move; unit's movement is delayed until all your other units have been Xmoved, then it will be prompted for again. Useful in crowded situations. XDelay can be used on any number of units any number of times during a turn. X.IP P 6 XSet unit production; will ask for a type of unit (if a choice possible) Xand then schedule construction Xfor a unit of that type. XAny partial production will be discarded. X.IP I 6 XIdle; cancel production for the given unit and leave it idle for a while XDefault is 100 turns, argument to command overrides. X.IP C 6 XCall unit by name; prompts for a string by which current unit Xwill be referred to. XIf string is empty, unit name will be removed. XIf this command is done when the cursor is on an empty hex, the string will Xbecome the new name of the whole side instead. X.IP D 6 XDisband; unit disbands and disappears from game. XNot all units can be disbanded; for instance, most periods will not allow Xthe voluntary destruction of a city. If an occupant is disbanded, then its Xtransport will get any available resources, both those held as supplies and Xany used in making the disbanded unit (possibly not all, depending on the Xperiod's "efficiency" parameter). X.IP a 6 XCycle through occupants; this can only be used in survey mode, and allows Xexamination of each occupant and its suboccupants. The order of traversal Xis depth-first, and cycles through all units in the hex repeatedly. X.IP x 6 XMark a unit; used with embarkation, below. Only one unit is ever marked at Xany one time. X.IP e 6 XEmbark; put the current unit onto a random transport in the same hex. XThis is useful Xwhen you don't want to move transport or unit out just for the Xpurpose of boarding. XIf the marked unit is in the same hex, Xit will be used as the transport. X.IP g 6 XGive supplies; transfer all types of supplies from the current unit to its Xtransport, if there is one. The default is to try to fill up the transport Xif possible. If an argument is supplied, it means to transfer exactly that Xquantity of each resource type. If the current unit is low on some type, Xthen it will transfer half of what was requested. (Repeating the command Xtransfers half again, and so forth.) X.IP t 6 XTake supplies; transfer all types of supplies to the current unit from its Xtransport, if there is one. The default is to try to fill up the current Xunit, or to interpret the argument as the quantity to take. If the transport Xis low, then it will only transfer half of what was requested. X.IP O 6 XSet standing orders; will ask for type of unit to which standing orders Xwill apply, then goes into a "teach mode"; the next input will saved as Xan order rather than being applied to some unit. XWhen any unit of the appropriate type enters the unit with the standing order, Xit will be given those Xorders and carry them out. There is no way to cancel standing orders Xat present, but occupants can be set to wake up during entry. X.IP G 6 XGive unit; give the current unit to the side specified by the argument. XIf the side is invalid, then the unit is made neutral. Not all unit types Xcan be given away. X.LP XCommands for side manipulation: X.IP c 6 XCenter; the list of units is sorted so that the one at the current cursor Xwill move first, and others move in concentric circles outward. This is Xuseful for concentrating on one particular area and reducing the amount of Xmap redrawing. X.IP M 6 XMessage; send a message to another side. The side is specified by giving its Xnumber as a prefix to the command; if the number is not the number of a side, Xthen your message will be broadcast to all sides (including yourself). XYou may type in a message up to the Xlength of the prompt window. Backspacing is available. XWhen a newline is entered, the message is sent immediately to Xthe destination. XSpecially recognized messages must be typed exactly, with no other words Xor characters in the message: X.IP war 12 XDeclare war. Only one side need do this. This involves all allies on both Xsides immediately. X.IP neutral 12 XDeclare neutrality. Both sides must send this message to each other. X.IP alliance 12 XIf two sides send this message to each other, they become formal allies. XThe display changes to reflect this, as do things like wakeups, etc. XAll sides in the game will hear about the alliance. X.IP briefing 12 XSends the view of all of your units to the other side. Useful for allies, Xas well as to convince a victim that further resistance is hopeless. XOf course, the victim's position might not be so hopeless after all, in Xwhich case you've given away all your secrets! X.LP XCommands for game control. X.IP X 6 XResign; resign from the game, (asks for confirmation first). XThe effect is the same as losing. X.IP Q 6 XQuit; terminate the game for everybody (asks for confirmation first). XNote that although this can be used even in multi-human games, applying it Xwithout prior consent of the other players is definitely anti-social! X.IP S 6 XSave game; record the game state into a file and exit X(asks for confirmation first). XThe saved game is ASCII and unprotected, Xso it's possible to "checkpoint" games and engage in other kinds of cheating. XThe game exits once it has been saved. To restart, start up the program Xwithout any command line arguments, and in the directory where the save Xfile is located. If players are specified on the command line, then they Xoverride the saved player data. This is one way to switch sides; for instance, Xsaving from "xconq" and restarting with "xconq -r -e 1 $DISPLAY" has the Xeffect of you switching sides with the machine. X.IP A 6 XAdd player; add a new player to the game (not implemented yet). X.IP o 6 XOptions; set various options. Each option is a single character. XOptions at present include: X.IP g 12 XGraph; toggle between text and bar graph displays about the current unit's Xsupplies, hit points, etc. X.IP d 12 XDisplay mode; cycle between four different color display techniques. XThe curses interface also has two display modes (one or two terrain chars Xper hex), but you still have to cycle between four modes. X.IP i 12 XInvert; invert foreground and background colors everywhere (monochrome Xonly). X.IP w 12 XWidth; set the width of the map display to be the value of the argument. XThis is measured in hexes. X.IP h 12 XHeight; set the height of the map display to be the value of the argument. XThis is measured in hexes. X.IP n 12 XNotices; set the number of notice lines at the top of the screen. X.IP r 12 XRobot; convert yourself into a machine player. This asks for confirmation, Xand is not reversible! However, if there are no other human players, X^C is re-enabled, so at least you can terminate the program. X.IP m 12 XMonochrome; This has the bizarre behavior Xof converting a color display into its monochrome equivalent. XActually intended for debugging, but pretty flashy if you're bored. X.LP XInformation commands. X.IP ? 6 XGeneral help; show a sequence of help screens, starting with a list Xof commands, then a display of icons, then any news, then general Xinfo about the period, then the characteristics Xof each unit (as for '=' below). You may page back and forth through the Xscreens. XThis general help is available in both move and survey modes. XSome specialized prompts (such as for unit type) will Xalso recognize '?', but will only supply more details about possible answers Xto the prompt. X.IP / 6 XIdentify; display a short phrase indicating what is being seen Xin the hex at the current cursor position. This works in all modes, Xand is useful for deciphering unusual colors or icons. X.IP = 6 XList the characteristics of a type of unit. It will prompt for the type, Xthen format all the period-specific details into a semi-readable summary. XTo get a hardcopy of this, use 'p'. X.IP p 6 XPrint; dump all the characteristics of all unit types into a file X"parms.xconq". XThis file may be printed, and is very useful for learning about a period. XIt will include designer's notes about the period which cannot otherwise Xbe obtained. XAlso print the current view, and a list of the commands. X.IP V 6 XVersion; display the current version and other useless information. XBe sure to include the version number when reporting bugs. X.IP "^R, ^L" 6 XRedraw the screen. Redrawing happens automatically most of the time. XKeep in mind that \fIxconq\fP is a single program, despite opening multiple Xscreens, and attempts to redraw may be ignored for awhile. X.LP XAdditional commands are available for building scenarios, and are described Xin the customization document. X.SH XPERIOD HELP X.LP XThe help screens describing unit characteristics include an enormous amount Xof information. In fact, a period that utilized the full range of capabilities Xwould be too complicated to play, even as a computer game. XAs a result, the help screen are rather compact and cryptic. XFor any single unit, there are three tables, summarizing the unit's Xrelationships with resource, terrain, and other unit types. XThe numbers in parentheses are default values that fill in Xany blank entries. X.LP XResources: X.IP ToBui 8 XAmount of resource needed to build the unit. X.IP Prod 8 XAmount produced each turn under best conditions. X.IP Store 8 XAmount that can be carried around. X.IP Eats 8 XMinimum amount consumed during a turn. X.IP ToMov 8 XAmount consumed by moving one hex. X.IP Hits 8 XAmount needed to hit another unit. X.IP HitBy 8 XAmount needed to be hit by another unit. X.LP XTerrain: X.IP Slowed 8 XMove penalty for entering hex with the given terrain type. XDefault is negative, which prevents movement entirely. X0 means can move in at maximum speed. X.IP Rand% 8 XChance (in hundredths of a percent) to move randomly in Xthe terrain. X.IP Hide% 8 XIncreased difficulty for others to see unit in this terrain. X.IP Defn% 8 XIncreased difficulty for others to hit unit in this terrain. X.IP Prod% 8 XProductivity of this terrain for resource production. X.IP Attr% 8 XChance (in hundredths of a percent) for attition to occur. X.IP Acdn% 8 XChance (in hundredths of a percent) for an accident to occur. X.LP XOther units: X.IP Hit% 8 XChance to hit a unit of that type. X.IP Damg 8 XNumber of hit points of damage done when hit successful. X.IP Cap% 8 XChance to capture unit. X.IP Guard 8 X1 if capturing unit converted into garrison. X.IP Pro% 8 XPercentage of hit that is prevented from hitting the Xunit type that occupies, or decrease in chance of hit Xon unit type transporting this unit. X.IP Holds 8 XNumber of units that can be carried. X.IP Enter 8 XExtra moves consumed by entering the transport type. X.IP Leave 8 XExtra moves consumed by leaving the transport type. X.IP Mob% 8 XTransport mobility when carrying unit type. X.IP Bridg 8 X1 if can attack unit type across impassable terrain. X.IP Build 8 XBasic construction time for the unit type. X.IP Fix 8 XTime to repair one hit point of damage to the unit type. X.LP XThe customization document has additional explanation for Xsome of these (rather obscure) parameters. X.SH XHINTS X.PP X.I XGenerally in war the best policy is to take a state intact; to ruin it Xis inferior to this. -- SUN TZU X.PP X.I XAttack where he is unprepared; Xsally out when he does not expect you. -- SUN TZU X.PP X.I XThere has never been a protracted war from which a country has Xbenefited. -- SUN TZU X.P X.LP XThe works of Sun Tzu and Clausewitz say nearly all there is to Xbe said on strategy in general. X\fIXconq\fP strategy is fairly close to real strategy. X.LP XThe most important consideration is to conceal your own Xforces and movements as much as possible. Decoys and feints are worthwhile Xif they don't draw critcial strength away. X.LP XSecondly, don't rush to attack with weak forces. Especially over long Xdistances, the defender has the advantage. Wait until you have assembled Xenough to take and hold a piece of territory, then allow some extra, just Xin case. X.LP XMake a plan, and have some contingency plans ready as well. X.LP XBe ready to take advantage of opportunities. X.SH XPERIODS X.LP X\fIXconq\fP starts with one period compiled into it. It can also read Xand interpret other periods. Typically the installer will have built Xin the period called "standard", for which the description is included Xbelow. XOther periods include Napoleonic times, Ancient Greece, a somewhat silly Xfuturistic period, an even sillier "Star Wars" period, whose sole reason Xfor existence is to watch death stars blast cities, a "flattop" period Xfeaturing carriers, some simulations of board games, and more. X.LP XThe standard period Xrepresents units of about 1945, from infantry to atomic bombs. This is Xthe most familiar, which makes it easier to play, but also more controversial, Xsince historians have many conflicting theories about which kinds of Xunits were most effective. This set has been most influenced by other Xempire games (thus the greater variety of ships), Xand the numbers have been honed by extensive playing experience at Utah. X.IP XInfantry. The infantry division is the slowest of units, but it can go almost Xanywhere. It is also quick to produce. Infantry is the staple of Xcampaigns - a little boring perhaps, but essential to success. X.IP XArmor. The armor division is highly mobile and hits hard. Unfortunately, Xit is limited to operating in open terrain - plains and desert. It also Xtakes longer to produce. Armor can last twice as long in the Xdesert as infantry. Both armor and infantry can Xassault and capture units; they are the only units that can do so. X.IP XFighters. A fighter is a squadron or wing of high-speed armed aircraft. XTheir fuel supply can be gotten only at units, towns, and bases, so they Xmust continually be taking off and landing. Fighters are not too effective Xagainst ground units or ships, but they eat bombers for lunch. Fighters Xare very good for reconnaisance - important in a game where you can't always Xsee the enemy moving! X.IP XBomber groups. Bombers are very powerful, being capable of destroying any Xunit. Attrition rate in such activities is high, Xso they're not a shortcut to victory! Bomber performance against Xother units is less impressive, and of course fighters love to munch on them. XBomber range is greater, but they are slower, taking several turns before they Xmust land. They are also a last-ditch method to escape from a continent Xif no seaports are available. X.IP XDestroyers. Destroyers are fast small ships for both exploration and Xanti-submarine activities. X.IP XSubmarines. The favorite food of submarines is of course merchant shipping Xand troopships, and they can sink troop transports with one blow. XSubs can't be seen by the other side, although their Xpresence might be suspected. Subs are always highly vulnerable to attack Xby bombers or even fighters. X.IP XTroop transports. XThis is how ground units get across the sea. They can defend Xthemselves against ships and aircraft, but are basically vulnerable. XThey're not very fast either. X.IP XAircraft carriers. Compensates for the fighter's limited range by providing Xa portable airport. Carriers themselves are sitting ducks, particularly Xwith respect to aircraft. Fighter patrols are mandatory. X.IP XBattleships. The aptly named "Dread Naught" has little to fear from other Xunits of this period. Subs may sink them with enough effort, and a group Xof bombers and fighters are also deadly, but with eight hit points to start, Xa battleship can usually survive long enough to escape. XBattleships are very effective against units and armies, at least the Xones on the coast. X.IP XAtomic bombs. The Final Solution; but they are not easy to use. A bomb Xtakes a long time to produce, moves very slowly by itself, is easily Xdestroyed by other units, and reduces the range of bombers that Xcarry it. XThe plus side is instant destruction for any unit of any size! X.IP XBases. To simplify matters, this can serve as a camp, airbase, and port. XBases cannot build units, although they can repair some damage. X.IP XTowns. Towns are the staple of territory. They produce units at the Xsame rate as cities, but are easier to capture. X.IP XCities. Cities are very large, powerful, and well defended. They are Xbasically capital cities, or something in a comparable range. (New York Xand San Francisco are cities, Salt Lake City and San Antonio are towns.) XA city is worth five towns, territory-wise. X.LP XCurrent thinking about optimal strategy for this period differs. In general, Xblitzkrieg works, and can win the game in a hurry. The problem is to Xmuster enough force before striking. One full troop transport is not Xenough; the invasion will melt away like ice cream on a hot sidewalk, unless Xreinforcements (either air or land) show up quickly. Air cover is very Ximportant. While building up an invasion force, airborne assaults using Xbombers and infantry can provide useful diversions, although it can be Xwasteful of bombers. Human vs human games on the default map generally Xlast about 100 turns, usually not enough time or units to build atomic Xbombs or battleships, and not a big enough map to really need carriers X(although bases for staging are quite useful.) X.SH XCHANGES FROM VERSION 1 X.LP XAside from the significant changes (hexes, simultaneity, period descriptions), Xthere are a number of smaller changes that will affect experienced players: X.IP XThe command to construct a base is now the same as the general build Xcommand \fB'P'\fP (since bases are units like any other). X.IP XThe random movement command is gone. X.IP XThe disband command is now \fB'D'\fP instead of \fB'd'\fP. X.LP XThere are probably others I have forgotten about. X.SH XACKNOWLEDGMENTS X.LP XSpecial thanks must go to Eric Muehle, now at Martin-Marietta, who has been Xa tireless source of ideas, advice, and playtesting. XMohammad Pourheidari, Bob Kessler, Kevin Deford, Spencer Thomas, Dan Reading, XMark Bradakis, Grant Weiler, Jed Krohnfeldt, Sandra Loosemore, Jimmy XMiklavcic, Tim Moore, and others Xat Utah have also endured Xinitial playtesting, with the apparently endless bugs and Xmisfeatures. Thanks also to Leigh Stoller, who suggested using X, Xand to Harold Carr, who suggested the postfix language for period Xdescriptions. X.LP XSince the first release, many many \fIxconq\fP Xplayers around the net have sent Xin literally hundreds of suggestions, fixes, and improvements. XSignificant contributors include Jim Anderson at CMU; Jay Scott at Swarthmore, Xwho designed the "future" period; John Tonry at MIT, who supplied a great Xmap derived from JPL data; Kurt Hoyt at SEI, who did an X11 port; Julian XOnions at Nottingham; Ravi Subrahmanyam at MCNC; and Joel Rives at Georgia XTech, who is working on a large period. XChris Peterson at MIT and Tim Moore at Utah have been essential Xto the construction and debugging of the X11 interface to version 5. XIn addition, A.G. Hirai, Jeff Kelley, John Shovic, Dave Pare, Michael XLounsbery, Josh Siegel, Fred Douglis, Cimarron Taylor, Xand Rick Ledoux have shared Xa number of good ideas, although not all of them made it into this version. END_OF_xconq2.ms if test 26918 -ne `wc -c <xconq2.ms`; then echo shar: \"xconq2.ms\" unpacked with wrong size! fi # end of overwriting check fi echo shar: End of archive 11 \(of 18\). cp /dev/null ark11isdone MISSING="" for I in 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 ; do if test ! -f ark${I}isdone ; then MISSING="${MISSING} ${I}" fi done if test "${MISSING}" = "" ; then echo You have unpacked all 18 archives. rm -f ark[1-9]isdone ark[1-9][0-9]isdone else echo You still need to unpack the following archives: echo " " ${MISSING} fi ## End of shell archive. exit 0